This is amazing, thanks a lot!!!
So small update I guess, been using them for a while and here is what I’ve got to say about them.
Most reliable setup is neckbreaker by far, you can buffer both of the setups so the timing is perfect every time, the problem of course is nobody uses neckbreaker to end anything anymore so I don’t have use for it outside of mindfucking a roll happy player down to no health.
The kazegiri pseudo setup will work on a lot of people. If it gets them once they will almost always block the second time so go for the throw. If they block once, they will almost always block (good players may reversal) so go for throw or throw feint. I’m going to further improve this sooner or later because kazegiri is a common tag in final hit.
The tsumuji setup needs to be improved, it works but 5 frames of wait time is hard to get a handle on. Since tsumuji ender is relatively common I guess it is pretty important.
I’m going to sit in the lab over the next few days grinding out a few more setups, I’ll post them when I’ve got them worked out.
Thanks for the update - What’s the timing on the Kazekiri setup; should we be inputting these as soon as recovery allows? Thanks!
Yeah if you put it in asap it’ll come out fine (as in the MK will be meaty)
Showed up to WNF in LA tonight, there was an ibuki there rockin this tech better than I can, was fun to watch.
This is such a cool option-select. I don’t think any other character has such a good okizeme setup.
For what its worth, this totally inspired me to figure out some meaty option-select autocorrect type things for Heihachi. Cool stuff. I think there might be other characters that can do similar stuff, I know I saw some cool hijinks with Raven using his teleport to track rolls.
[juggle into sweep, hcb charge move, dash cancel forward instantly, do one of his many command normals. Forward LP+MP, for example, chrome domes them if they wake up normally (armor move that stuffs reversals), and does a meaty overhead if they roll. Forward LP(LP) cancels into pressure, juggles them if they backdash, and becomes a meaty overhead if they roll. Back LK does his lightning stomp thing that’s +1 on block and kills crouching normals, but does a meaty step kick that’s +3 on block if they roll. etc etc.]
omg this is SOOOOO NASTY… jesus, GOOD work SS :tup:
-dime
Brand new Buki player… This is the help I needed.
Same here, been wanting to play her since 3rd Strike but have always been horrible with her. This go-round, I am going to seriously, SERIOUSLY learn her and this is a good thing to learn on day 2.
I keep getting beat out of the neckbreaker setup with mash jabs on wakeup. I’ve tried it in the training room, same results. And I’m almost positive that I’m doing it right because with input leniency, there should be no dead frames neckbreaker recovery and the dash, dash recovery and Kasumi Gake, and Kasumi Gake recovery and the s.lp.
Maybe your math is wrong and this puts you at a frame disadvantage? Or does it only work when they roll?
You can’t buffer the st.lp after the kasumi gake but you are right that everything else buffers with the input before it. There are 2-3 frames of leniency so the link is pretty tight after the kasumi gake recovery.
It seems if you go for the cross-up and the opponent doesn’t roll, Ibuki ends up at about -1. If you opt not to cross up, you should be guaranteed to have frame advantage.
I did more experimenting last night. Instead of ending with a light punch I just held back (to be certain that the timing was right), and Ryu was able to reversal DP me. So that means that the HK kasumi gake is -3. The MK must then be -1.
If he rolls, the reversal didn’t work, so you definitely get a few more frames.
You get one more frame on roll. I’ve added it to my post. Proof. I think what Dr. Grammar said is correct, -1 for neutral wake up seems about right for the neckbreaker autocorrect and 0 for forward roll. If you would like to test this yourself, use raida (which is 3 frames) after the command dash during the buffer time to have it come out on the first frame. If you use two ibukis and raida on the forward roll and everything is buffered correctly raida will trade with raida every time but on neutral you will be beaten out. Unfortunately standing next to your opponent is critical for this autocorrect to work and forward dash is the fastest way ibuki has to get there. That said, if the knockdown setup is long enough that you use anything other than her dash there is room for a potential fix.
I wasn’t able to replicate your shoryuken test at all. If you’re -3 on a setup that leaves you at -1 then you must be messing up your buffered inputs.
I need to re-evaluate what I’ve posted up, there aspects of it that aren’t well detailed (sweep setup for example is very spacing dependent and follow up with MK CD will have more success than HK cd while still crossing up, for example). I haven’t edited the initial post since day 4 so when I’ve got some time I’ll get around to it.
If anybody is using this please post up what you’ve found as well.
is no one using the tsumuji setup??? it seems easiest and also has WAAAY more advantage than neckbreaker setup…
-dime
This can’t be correct, unless Ryu get’s up faster than Ken. I was able to block Ken’s reversal 3f shoryuken on quick rise and I was able to punish his 3 frame cr lk. I did this in training mode and had cr lk input in 5 frames repeating, so it should be accurate. This means that Ibuki is AT LEAST at +1 after HK dash.
It was extremely difficult though. Your execution needs to be EXACT. This wouldn’t be a problem except for the fact that if you try and do it extremely fast, then the game interprets your input as kazekiri and completely leaves you vulnerable.
Is it possible that inputting reversals early can cause characters to wake up earlier than normal? It might be some kind of bug.
This isn’t the case because I had the training bot mashing reversal shoryuken when I tested this, unless it doesn’t happen with Ken.
Once again though, the timing has to BE 100% accurate. If you don’t input the dash AND the lk dash instantly and perfectly then you will not be at +1. It is very difficult for me currently due to kazikiri coming out.
Edit:I said lk dash, but I meant HK dash.
yes, once again, the buffer window and shortcut inputs make an otherwise amazing mix up/set up, impossibly annoying to do. For me to get a command dash, after a regular dash, or another command dash I have to go all the way to back, then doing a half circle for the command dash. YAY for Capcom’s input system!
On topic: love this tech, use it often, but gotta sprinkle it in your matches so people don’t have time to figure out what’s happening.
Found a nice little vortex setup after forward throw.
Wiff back medium punch>MK CD>HK CD
Should catch any roll. Didn’t really check if it kept you safe from certain reversals. It doubles as a safe jump if you jump lk after the wiff back mp.